texture2D xMenuTexture;

SamplerState PlanarSampler
{
	Filter = MIN_MAG_MIP_LINEAR;
    AddressU = Wrap;
    AddressV = Wrap; 
};


struct VS_IN 
{
    float4 Position	: POSITION;
    float2 UV		: TEXCOORD0;
};

struct PS_IN 
{
    float4 Position	: SV_POSITION;
    float2 UV		: TEXCOORD0;
};
 
PS_IN VShader(VS_IN input) 
{
	PS_IN output = (PS_IN)0;
    output.Position = input.Position;
    output.UV = input.UV;
    return output;
}

float4 PShader(PS_IN input) : SV_TARGET 
{
    float3 color = xMenuTexture.Sample(PlanarSampler, input.UV).rgb;    
    return float4(color, 1);
}

technique11 LobbyMenu
{
	pass oneandonly
	{
		SetGeometryShader(0);
		SetVertexShader(CompileShader(vs_4_0, VShader()));
		SetPixelShader(CompileShader(ps_4_0, PShader()));
	}
}